iskoy.flores
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iskoy.flores
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Renewal with Old Payon + Old Morroc
iskoy.flores replied to iskoy.flores's question in General Server Support
Thank you! -
Is there a way to implement renewal but with old maps? And if so, what happens to the NPC locations? Will some renewal features be disabled by changing maps?
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Some of the buffs are buggy. Particularly the Food buffs + some others. Try removing them 1 by 1. That's how I fixed it.
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[ map_cache.dat ] How to add duplicate/clone maps in my map_cache.dat ?
iskoy.flores replied to Zirius's question in General Server Support
I have the same problem as you. Can you walk me over how to do it? Where can I find resnametable.txt I tried searching my Hercules folder but can't find it. I also downloaded WeeMapCache but have no idea how to use it. I'm planning to clone turbo_room and use it as my mall. Your reply would be greatly appreciated! -
RE features + Classic Mechanics
iskoy.flores replied to iskoy.flores's question in General Server Support
Thanks for the prompt reply sir Mysterious. Basically what I'm going for is Renewal 3rd Jobs/Skills + NPCs + Quests + Items (with pre-RE values) + Monsters... Basically everything except formulas. Because of you I now have an idea regarding the NPCs and Quests. How about the monsters? Is there a way to enable them? And which .conf file must I edit? -
Thanks for the tip; however, I can't seem to understand how I can make use of that.... Inside the script there's this line: OnPCLogoutEvent: if(@ddnpc_id) Endd(@ddnpc_id-1); end; function Endd { .@id = getarg(0); .npc_status[.@id] = 0; .npc_time[.@id] = 0; unitwarp .npc_gid[.@id],.npc_om$[.@id],.npc_ox[.@id],.npc_oy[.@id]; return; }} Do you have any tips on how to edit this?
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I want to create a cashshop but I want for the currency to be poring coins which is dropped by MVP monsters. How can I make monsters drop the said item? And how can I set the cashshop to check for poring coins instead of cashpoints?
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I want to create a server that has Renewal Features (Quest/Items/Maps/NPCs) but with Classic Mechanics (With Instant Cast/ No Exp+Drop Penalties/Etc). I was able to accomplish some of my goals by reading this: http://herc.ws/wiki/SRC/config/#.2Fsrc.2Fconfig.2Frenewal.h and Implementing these: // Copyright (c) Hercules Dev Team, licensed under GNU GPL.// See the LICENSE file// Portions Copyright (c) Athena Dev Teams#ifndef CONFIG_RENEWAL_H#define CONFIG_RENEWAL_H/** * Hercules configuration file (http://herc.ws) * For detailed guidance on these check http://herc.ws/wiki/SRC/config/ **//** * @INFO: This file holds general-purpose renewal settings, for class-specific ones check /src/config/classes folder **//** * Renewal full toggle switch. * * Uncomment this line to disable all of the below settings at once. * Note: in UNIX builds, this can be easily done without touching this * line, by passing --disable-renewal to the configure script: * ./configure --disable-renewal *///#define DISABLE_RENEWAL#ifndef DISABLE_RENEWAL // Do not change this line/// game renewal server mode/// (disable by commenting the line)////// leave this line to enable renewal specific support such as renewal formulas#define RENEWAL/// renewal cast time/// (disable by commenting the line)////// leave this line to enable renewal casting time algorithms/// cast time is decreased by DEX * 2 + INT while 20% of the cast time is not reduced by stats./// example:/// on a skill whos cast time is 10s, only 8s may be reduced. the other 2s are part of a/// "fixed cast time" which can only be reduced by specialist items and skills//#define RENEWAL_CAST/// renewal drop rate algorithms/// (disable by commenting the line)////// leave this line to enable renewal item drop rate algorithms/// while enabled a special modified based on the difference between the player and monster level is applied/// based on the http://irowiki.org/wiki/Drop_System#Level_Factor table//#define RENEWAL_DROP/// renewal exp rate algorithms/// (disable by commenting the line)////// leave this line to enable renewal item exp rate algorithms/// while enabled a special modified based on the difference between the player and monster level is applied//#define RENEWAL_EXP/// renewal level modifier on damage/// (disable by commenting the line)///// leave this line to enable renewal base level modifier on skill damage (selected skills only)//#define RENEWAL_LVDMG/// renewal enchant deadly poison algorithm////// leave this line to enable the renewed EDP algorithm/// under renewal mode:/// - damage is NOT increased by 400%/// - it does NOT affect grimtooth/// - weapon and status ATK are increased/// - some skill's damage ratio has modified//#define RENEWAL_EDP/// renewal ASPD [malufett]/// (disable by commenting the line)////// leave this line to enable renewal ASPD/// - shield penalty is applied/// - AGI has a greater factor in ASPD increase/// - there is a change in how skills/items give ASPD/// - some skill/item ASPD bonuses won't stack//#define RENEWAL_ASPD#endif // DISABLE_RENEWAL#undef DISABLE_RENEWAL#endif // CONFIG_RENEWAL_H However, here my problem is it seems that by enabling #define RENEWAL it also enables the following: RENEWALThis setting affects the following mechanicsRenewal MATKRenewal MDEFRenewal DEFRenewal Status PointsRenewal Heal FormulaRenewal ASPD Shield PenaltyRenewal Stat Bonuses (str,agi,vit,flee,hit,etc)Renewal Filesitem_db_re.txt, statpoint_renewal.txt, job_db_re.txt, and others are only loaded in this mode. Check the DB Inheritance page for all Is there an easy way to use only Renewal features without the mechanics? For example, I want to use Classic Armor Defence of items instead of renewal? e.g. Adventurer Suit [1] Def: 3 in pre-renewal while 20 in renewal. In my client it is still shown as 20 while in-game. Any help is greatly appreciated! Thanks in advance!
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I'm currently using this script: http://herc.ws/b...dicated-npc-v3/ The above script already heals and buffs, but still short of actually becoming a slave priest. Can I request for a script that will also make the above npc resurrect you when you die?
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I'm currently using this script: http://herc.ws/b...dicated-npc-v3/ The above script functions by hiring the npc and making it your personal healer + buffer slave. Essentially it follows you around. When you die and respawn it still sticks with you and continues on following. However, when you logout or get disconnected the NPC returns to its original position where you need to re-hire it again. Is there a way to make it wait for you? And still follow after you get disconnected? Like some sort of pet?
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I'm currently using this script: http://herc.ws/board/topic/4107-dedicated-npc-v3/ And I'm just wondering if there is a way to make the said NPC attack, similar to what a pet or homunc does. Can someone give some advice? Thanks in advance!
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EDIT: I was somehow able to make it work by separating the script into two file, one for healer and one for buffer. Again, thanks for the great script! I really like your work sir but I think you can make it better. I noticed that when using the heal functionality the npc stops following the character after death and becomes stuck to its last position even if you dismiss it. And even if npc is dismissed, you also still can't hire a new clone since it too seem stuck. Below are some of my observations.... if(MaxHp/Hp>=2) { percentheal 10,0; specialeffect2 312; } set getvariableofnpc(.npc_hprecover[@id_use],"DedicatedNPCTimer"),2; ----> Why must this be set higher than hprecover_delay? Setting it to too high or same as hprecover_delay causes the same error. //NPC follows and respawns successfully but no heal if(.npc_hprecover[.@i]>=.hprecover_delay) .hprecover_delay = 1; .npc_hprecover[.@i] = 0; //NPC heals but stops following after you die and stuck after dismiss if(.npc_hprecover[.@i]>=.hprecover_delay) .hprecover_delay = 1; .npc_hprecover[.@i] = 1 or more;
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Kafra with storage + gstorage
iskoy.flores replied to iskoy.flores's question in General Server Support
Thanks for the enlightenment sir. Scripting sure seems hard. But I guess there's no easy way around it except the manual. I'll try to learn from your example. Thanks again! -
Kafra with storage + gstorage
iskoy.flores replied to iskoy.flores's question in General Server Support
Wow thank you very much sir! I wouldn't have been able to figure that out for myself. Many thanks and God bless! By the way sir, if it isn't asking too much, could you point me into the right direction on where to start leaning scripts? There seems to be a lot of sources and I find them quite overwhelming. For starters, I'd like to learn more about these kinds: callfunc "F_Kafra",5,0,1,20,600; What does each value mean and where can I read about them? Thanks again! ^^ -
I'm trying to make a kafra with both storage and gstorage options, but I can't seem to get it yet since I'm still new and still haven't been able to fully understand how scripting works - I'm trying the wiki but I'm still very clouded... To anyone kind enough please help! Below is my script // Prontera //============================================================ prontera,151,187,3 script Kafra Employee::kaf_prontera 4_F_KAFRA6,{ cutin "kafra_06",2; callfunc "F_KafSet"; mes "[Kafra Employee]"; mes "Welcome to the"; mes "Kafra Corporation~"; mes "The Kafra Services are"; mes "always here to support"; mes "you. So how can I be"; mes "of service today?"; callfunc "F_Kafra",5,0,0,40,800; callfunc "guildopenstorage",5,0,0,40,800; savepoint "prontera",156,182; callfunc "F_KafEnd",0,1,"in the city of Prontera"; }